light/modules/renderer/include/renderer/renderer.hpp

160 lines
3.7 KiB
C++

#pragma once
//
#include <renderer/blender.hpp>
#include <renderer/buffers.hpp>
#include <renderer/render_command.hpp>
#include <renderer/renderer.hpp>
///
#include <renderer/renderer_programs/quad.hpp>
#include <renderer/renderer_programs/texture.hpp>
#include <renderer/renderer_programs/tinted_texture.hpp>
#include <utility>
#define LT_MAX_QUAD_RENDERER_VERTICES (1028u * 4u)
#define LT_MAX_TEXTURE_RENDERER_VERTICES (1028u * 4u)
#define LT_MAX_TINTED_TEXTURE_RENDERER_VERTICES (1028u * 4u)
struct GLFWwindow;
namespace Light {
class ConstantBuffer;
class Framebuffer;
class RenderCommand;
class Texture;
class SharedContext;
class Camera;
class WindowResizedEvent;
class Shader;
class Renderer
{
public:
struct CreateInfo
{
Ref<Shader> quad_renderer_shader;
Ref<Shader> texture_renderer_shader;
Ref<Shader> tinted_texture_renderer_shader;
};
static auto create(
GLFWwindow *window_handle,
Ref<SharedContext> shared_context,
CreateInfo create_info
) -> Scope<Renderer>;
static void draw_quad(
const glm::vec3 &position,
const glm::vec2 &size,
const glm::vec4 &tint,
Ref<Texture> texture
)
{
s_context->draw_quad_impl(position, size, tint, std::move(texture));
}
static void draw_quad(const glm::vec3 &position, const glm::vec2 &size, const glm::vec4 &tint)
{
s_context->draw_quad_impl(position, size, tint);
}
static void draw_quad(const glm::vec3 &position, const glm::vec2 &size, Ref<Texture> texture)
{
s_context->draw_quad_impl(position, size, std::move(texture));
}
static void draw_quad(const glm::mat4 &transform, const glm::vec4 &tint, Ref<Texture> texture)
{
s_context->draw_quad_impl(transform, tint, std::move(texture));
}
static void draw_quad(const glm::mat4 &transform, const glm::vec4 &tint)
{
s_context->draw_quad_impl(transform, tint);
}
static void draw_quad(const glm::mat4 &transform, Ref<Texture> texture)
{
s_context->draw_quad_impl(transform, std::move(texture));
}
static void begin_scene(
Camera *camera,
const glm::mat4 &cameraTransform,
const Ref<Framebuffer> &targetFrameBuffer = nullptr
)
{
s_context->begin_scene_impl(camera, cameraTransform, targetFrameBuffer);
}
static void end_scene()
{
s_context->end_scene_impl();
}
void on_window_resize(const WindowResizedEvent &event);
void begin_frame();
void end_frame();
private:
static Renderer *s_context;
QuadRendererProgram m_quad_renderer;
TextureRendererProgram m_texture_renderer;
TintedTextureRendererProgram m_tinted_texture_renderer;
Scope<ConstantBuffer> m_view_projection_buffer;
Scope<RenderCommand> m_render_command;
Scope<Blender> m_blender;
Camera *m_default_framebuffer_camera { nullptr };
Ref<Framebuffer> m_target_framebuffer;
bool m_should_clear_backbuffer { false };
Renderer(GLFWwindow *windowHandle, Ref<SharedContext> sharedContext, CreateInfo create_info);
void draw_quad_impl(
const glm::vec3 &position,
const glm::vec2 &size,
const glm::vec4 &tint,
Ref<Texture> texture
);
void draw_quad_impl(const glm::vec3 &position, const glm::vec2 &size, const glm::vec4 &tint);
void draw_quad_impl(const glm::vec3 &position, const glm::vec2 &size, Ref<Texture> texture);
void draw_quad_impl(
const glm::mat4 &transform,
const glm::vec4 &tint,
const Ref<Texture> &texture
);
void draw_quad_impl(const glm::mat4 &transform, const glm::vec4 &tint);
void draw_quad_impl(const glm::mat4 &transform, const Ref<Texture> &texture);
void begin_scene_impl(
Camera *camera,
const glm::mat4 &cameraTransform,
const Ref<Framebuffer> &targetFrameBuffer = nullptr
);
void flush_scene();
void end_scene_impl();
};
} // namespace Light